Video game page providing information and functionalities based on video game lifecycle

ABSTRACT

Techniques for providing information and functionalities based on a video game lifecycle are described. In an example, a computer system presents a page as a single user interface to information and functionalities associated with a video game. The page is generated based on a layout that is specific to a phase of the lifecycle of the video game. The page is accessible to the user across the different phases of the video game&#39;s lifecycle. The computer system updates the phase through the different phases, such that the page presents the most relevant and needed information and functionalities at any point in time.

CROSS-REFERENCES TO RELATED APPLICATIONS

This is a continuation application of U.S. patent application Ser. No.16/703,516, filed Dec. 4, 2019, which is hereby incorporated byreference in its entirety for all purposes.

BACKGROUND

Graphical user interfaces (GUIs) are the predominant type of interfacesavailable to users for interacting with computer systems. A GUI isoperable to present information and functionalities available from thecomputer systems.

In an example, a GUI is used for video games. In particular, a useroperates a computing device, such as a video game console, that presentsthe GUI on a display. In particular, the GUI shows different interfacesto different video game-related applications. Each of the interfaces canbe specific to a type of information and/or types of functionalities.For instance, the GUI shows links to available games, a search engine,and a video application. A user selection of a link may trigger thecomputing device to launch the corresponding video game and presentvideo game content in a video game window. User input to the searchengine may trigger the computing device to present search results. Auser search for game help through the video application may trigger thecomputing device to present a video file that demonstrates how to playcertain aspects of the video game.

Hence, to access the various information and functionalities, multipleinterfaces within the GUI and navigations between these interfaces maybe needed. There is a need for an improved GUI that allows better andmore seamless access to the information and functionalities.

BRIEF SUMMARY

Techniques for providing information and functionalities based on avideo game lifecycle and user context are described. In an example, acomputer system is used for presentation of video game-relatedinformation. The computer system includes one or more processors and oneor more non-transitory computer readable storage media (e.g., one ormore memories) storing instructions that, upon execution by the one ormore processors, cause the computer system to perform operations.

In an example, the operations include determining a phase of a lifecycleof a video game. A set of content and actions are associated with thevideo game are generated specifically for the phase. The operations alsoinclude setting a layout of a page associated with the video game basedon the phase. The page is updated based on different phases of thelifecycle and is accessible in each of the different phases to a user.The operations also include receiving a request of the user forinformation about the video game, determining a context of the user inassociation with at least one of the video game or a video game platformfrom which the video game is available, and populating the page with thecontent and the actions. At least one of the content or the actions iscustomized based on the context. The operations also include presenting,in response to the request, the page as populated and according to thelayout.

In an example, the operations further include determining a change to atleast one of: the lifecycle from the phase to a second phase or thecontext of the user, and updating, based on the change, at least one of:the layout, the content, or the actions.

In an example, the operations further include receiving a user selectionof an action presented in the page, determining that the lifecyclechanged from the phase to a second phase based on the action, andupdating, based on the second phase, at least one of: the layout, thecontent, or the actions. In this example, the operations can alsoinclude performing the action by at least: launching a processassociated with the action, presenting information about the process ina window over the page, and switching a user control from the page tothe window. Upon a completion of the process, the operations can alsoinclude closing the window, switching the user control to the page, andpresenting the page as updated.

In an example, the layout includes a plurality of scrollable sections.Each of the sections includes an arrangement of content, actions, andtiles based on the phase. In this example, presenting the page comprisespresenting a full scrollable section while also presenting a top of anext scrollable section. The full scrollable section can include a tileselectable to present a video file associated with the game. Abackground of the full scrollable section is set as a frame from thevideo file. In addition, at least one of content, an action, and a tilepresented in the full scrollable section can be customized based on thecontext of the user. In this example, the operations can also includedetermining a change from the phase to a second phase of the lifecycle,and adding a new scrollable section to the page based on the change. Atleast one of additional content or an action are generated specificallyfor the second phase and are included in the new scrollable section.

In an example, the layout includes a first set of scrollable sectionsfor an announce phase of the lifecycle, a second set of scrollablesections for a launched video game phase of the lifecycle, and a thirdset of scrollable sections for a user acquired video game phase of thelifecycle. The first set and the second set include a common scrollablesection. The second set includes a scrollable section absent from thefirst set. In this example, a first set can include a cover section, agame media section, a game features section, a news section, and a gamedetails section. The second set includes the cover section, the gamemedia section, the game features section, the news section, and anadd-ons section. The third set includes the cover section, the add-onssection, featured activities section, the news section, and a usergenerated content section. At least one of content or an action in thecommon scrollable section changes between the first set and the secondset.

In an example, the phase is a post-acquisition phase. The at least oneof the content or the actions is customized by determining a history ofthe user playing the video game and adding particular content to thepage. The history is indicated by the context and comprises at least oneof: achievements of the user, statistics of the user, or video gameskills earned by the user. The particular content indicates the history.

In an example, the layout is set prior to receiving the request. Therequest is received based on a user selection of a link to the page. Thepage is populated after the user selection of the link.

In an example, the operations further include launching an instance ofan application based on receiving the request. The instance populatesthe page. In this example, the operations also include receiving asecond request for information about a second video game, launching asecond instance of the application, and populating, by the secondinstance, a second page based on the context of the user and a phase ofa lifecycle of the second video game.

In an example, the layout is set based on a layout template that isdefined specifically for the phase and that is common to a plurality ofvideo games.

In an example, the phase is a pre-acquisition phase. The actionscomprise a video game acquire action that is located in the page basedon the layout. In this example, the operations further include receivinga user selection of the video game acquire action, determining that thelifecycle changes to a post-acquisition phase, updating the page topresent a video game play action based on the post-acquisition phase,and embedding a link to the page in a second page that presentsinformation about a plurality of video games available to the user.

In an example, the video game page includes a video about the videogame. The operations further include determining that the videocomprises a spoiler based on the context of the user, and, based on thespoiler, performing at least one of: blocking a portion of the videothat contains the spoiler from a presentation in the video game page orpresenting an alert to the user in the video game page about thespoiler.

In an example, the phase is a post-acquisition phase. A link to the pageis automatically added to one or more user interfaces other than thepage.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an example of a computing environment for presentinga video game page, according to an embodiment of the present disclosure.

FIG. 2 illustrates a computer system that presents a video game page,according to an embodiment of the present disclosure.

FIG. 3 illustrates an example of a video game lifecycle and associatedelements for a video game page, according to an embodiment of thepresent disclosure.

FIG. 4 illustrates an example of a layout of a video game page,according to embodiments of the present disclosure.

FIG. 5 illustrates an example of a video game page as presented on aGUI, according to embodiments of the present disclosure.

FIG. 6 illustrates an example of a first section of a video game page ina first phase of a video game lifecycle, according to embodiments of thepresent disclosure.

FIG. 7 illustrates an example of a second section of a video game pagein a first phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 8 illustrates an example of a third section of a video game page ina first phase of a video game lifecycle, according to embodiments of thepresent disclosure.

FIG. 9 illustrates an example of a fourth section of a video game pagein a first phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 10 illustrates an example of a fifth section of a video game pagein a first phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 11 illustrates an example of a first section of a video game pagein a second phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 12 illustrates an example of a second section of a video game pagein a second phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 13 illustrates an example of a third section of a video game pagein a second phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 14 illustrates an example of a fourth section of a video game pagein a second phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 15 illustrates an example of a fifth section of a video game pagein a second phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 16 illustrates an example of a sixth section of a video game pagein a second phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 17 illustrates an example of a seventh section of a video game pagein a second phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 18 illustrates an example of a first section of a video game pagein a third phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 19 illustrates examples of a second section of a video game page ina third phase of a video game lifecycle, according to embodiments of thepresent disclosure.

FIG. 20 illustrates an example of a third section of a video game pagein a third phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 21 illustrates an example of a fourth section of a video game pagein a third phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 22 illustrates an example of a fifth section of a video game pagein a third phase of a video game lifecycle, according to embodiments ofthe present disclosure.

FIG. 23 illustrates an example of a flow for presenting a video gamepage, according to embodiments of the present disclosure.

FIG. 24 illustrates an example of a hardware system suitable forimplementing a computer system, according to embodiments of the presentdisclosure.

DETAILED DESCRIPTION

Generally, systems and methods for providing information andfunctionalities based on a video game lifecycle and user context aredescribed. In an example, a computer system presents a GUI on a displayto a user. The GUI includes a link to a video game page. Upon a userselection of the link or a particular user input (e.g., a combination ofbuttons on a video game controller), a page for a video game can bepresented on the GUI. The video game page is generated based on a phaseof a lifecycle of the video game and is customized based on a context ofthe user. The video game page includes all the needed information andfunctionalities for the lifecycle phase, while also the information andfunctionalities are personalized to the user. In this way, the videogame page represents a single interface that the user can access overthe different lifecycle phases and the different contexts such that ateach point in time the same, single interface provides the most relevantinformation and functionalities to the user.

To illustrate, consider an example of a video game lifecycle thatincludes two phases: a pre-acquisition phase and a post-acquisitionphase. In the pre-acquisition phase, the video game has been released bya developer through a video game platform, but has not been acquired bya user. In the post-acquisition phase, the video game has been acquiredby the user through the video game platform.

A video game page is generated for both phases. The layout of the videogame can vary with the phase. For instance, in the pre-acquisitionphase, the video game page includes a cover section and a media section(e.g., one that shows a movie trailer about the video game), whereas inthe post-acquisition phase, the video game page further includes auser-generated content section (e.g., one that shows a moviedemonstration about how to play the video game). In addition, thecontent and actions shown in each of the sections can depend on thecorresponding phase and/or a context of the user in association with thevideo game and/or the video game platform. For instance, the coversection for the pre-acquisition phase includes the game title from avideo game franchise, a selectable button to acquire the video game, andtext indicating that the user has already acquired a previously releasedgame title that also belongs to the video game franchise. In comparison,the cover section is updated for the post-acquisition page to include aselectable button to launch the video game and a list of video gameachievements of the user. Accordingly, the user relies in both phases onthe video game page to access information and functionalities. In thepre-acquisition phase, the video game page introduces the video gamepage to the user and provides the relevant information andfunctionalities for acquiring it. In the post-acquisition phase, thevideo game page is updated to provide the relevant information andfunctionalities for playing the video game. The layout is similar inboth phases to provide a seamless user experience and, yet, customizedto provide a relevant user experience (e.g., the user-generated contentsection is added because the video demonstration is relevant to playingthe video game in the post-acquisition phase). The information andfunctions are also customized in each phase to further improve the userexperience.

Embodiments of the present disclosure provide many technical advantagesover existing video game platforms. For instance, an existing video gameplatform typically relies on multiple pages to provide the relevantinformation and functionalities within each phase and across thedifferent phases of a video game lifecycle. In particular, prior toacquiring a video game, a user may have to rely on a web browser to findinformation about the video game, may access a web page of the videogame's developer to watch a video game trailer, and may download thevideo game from a game store of the video game platform. Once acquired,the user may launch the video game from library page of the video gameplatform and may invoke a video application (e.g., YOUTUBE) to watch avideo demonstration. Each of these user interfaces and the underlyingapplications can provide a different user experience and can necessitatea specific computational burden and overhead to load and present.

In contrast, the embodiments of the present disclosure allow the use ofa single video game page that includes the most relevant information andfunctionalities at each lifecycle phase and dependently on the latestcontext of the user. Hence, the user experience is significantlyimproved, whereby the need to rely on different applications andnavigation between different user interfaces is eliminated. In addition,the layout can be common for different video games such that a similaruser experience is provided for the different video games and yet thespecific information and functionalities are adapted to each video game.Hence, a seamless and customized user experience is provided across thelifecycle of a video game and across many different video games.Further, the computational burden and overhead is significantly reduced.Rather than having to execute multiple applications, process multipleweb requests and application program interface (API) calls, and supportmultiple interfaces, the use of a single application that supports thevideo game page is sufficient. The application can be optimized for theshortest possible latency and best possible user interface reactivity touser interactions with the video game page.

FIG. 1 illustrates an example of a computing environment for presentinga video game page, according to an embodiment of the present disclosure.As illustrated, the computing environment includes a video game console110 communicatively coupled with a display 120, a video game platform150, a game developer system 180, and a third party system 190. Thevideo game console 110 is available to a video game player 112 (e.g.,operated by the video game player 112 or associated with the video gameplayer 112 under a user account). The video game platform 150 representsa computing system that provides video game-related services and,optionally, other computing services (e.g., multimedia streaming, socialnetwork access, etc.). Among the video game-related services, the videogame platform 150 supports the presentation of a video game page 122 onthe display, where the video game page 122 is associated with a videogame, is generated based on a phase of the lifecycle of the video game,and is customized based on a context of the user 112 in association withthe video game and/or the video game platform 150. The video gameplatform 150 may include content and/or actions in the video game page122, where some of the content and/or actions may be received from thegame developer system 180 and/or the third party system 190. Of course,multiple game developer systems, multiple third party systems, and/ormultiple video game consoles can be communicatively coupled with thevideo game platform 150.

In an example, the video game platform 150 is managed by a serviceprovider. Based on input of the service provider, the video gameplatform 150 stores information that defines phases for a lifecycle of avideo game (this information is shown in FIG. 1 as game lifecycle 152)and layout templates 154 for each of the phases. The lifecycle and itsphases can be common to many different video games, some of which canbelong to different video game franchises and/or can be developed bydifferent video game developers. Each of the layout templates 154 cancorrespond to a phase and can define sections and fields within eachsection for at least a set of content and actions to be presented in thevideo game page 122 specifically for the corresponding phase.

In addition, the video game platform 150 can track, based on a userpermission, user activities and interactions within the video gameand/or with the video game console 110, the video game platform 150, thegame developer system 180, the third party system 190, and/or any othercomputing systems including other video game consoles and remotecomputing devices. Information about such activities and interactionscan be stored as user context 156 and associated with the user 112(e.g., can be stored in a user profile or under a user account). Forinstance, the user context 156 indicates whether the user 112 hasacquired and/or played a video game, a history of game play (includingwith the video game, another unrelated video game, or another video gamethat belongs to the same video game franchise), video game statisticsand achievements of the user 112, whether the user 112 has viewed videogame content from the game developer system 180 (e.g., visited a webpage thereof), whether the user 112 has viewed third party content 192from the third party system 190 (e.g., visited a web page thereof),communications of the user 112 with other users about the video game orother video games, and the like.

The video game platform 150 can also receive a video game 182 from thegame developer system 180. Receiving the video game 182 can includereceiving the program code for the video game 182 (including differentversions, add-ons, etc.) such that the video game itself 182 can becomeavailable for download or for execution to the user 112. Receiving thevideo game 182 also includes receiving a set of content and actions thatare defined specifically for each phase of the lifecycle of the videogame 182. The content and the actions can be added to the video gamepage 122 according to the layout templates 154 and based on the gamelifecycle 152. Similarly, the video game platform 150 can receive thirdparty content 192 from the third party system 190. The third partycontent 192 can be received via a pull mechanism or a push mechanism, isassociated with the video game 182 and provides supplementary contentand/or actions. For instance, the third part content 182 can includethird party-generated video demonstrations about how to play the game182, news about the video game 182, and/or add-ons to the video game182.

In an example, the video game platform 150 generates a video game pagetemplate 158 according to the layout templates 154 and the gamelifecycle 152, where the video game page template 158 includes contentand actions received from the game developer system 180 and the thirdparty system 190. In particular, the content and actions relevant to aphase of the video game lifecycle are added to sections of the videogame page template 158, and these sections are organized according tothe layout template that corresponds to the phase. When the phase of thevideo game 182 changes to a next phase of the video game lifecycle, thevideo game page template 158 is updated, where some of the sections areremoved, remaining sections are edited, and new sections are addedaccording to the layout template that corresponds to the next phase.

Upon a request of the user for information about the video game 182, thevideo game platform 150 can generate the video game page 122 from thevideo game page template 158 by customizing the content and/or actionsof the video game template 158 according to the user context 156. Forinstance, if the user context 156 indicates that the user 112 has notacquired the video game 182 yet, the video game platform 150 selects thevideo game page template 158 corresponding to a pre-acquisition phase,adds information about the user to some of the content of the video gamepage template 158 and sends the customized video game template 158 asthe video game page 122 to the video game console 110 for presentationwithin a GUI on the display 120. In comparison, if the user context 156indicates that the user 112 has acquired and played the video game 182and completed a particular achievement, the video game platform 150selects the video game page template 158 corresponding to apost-acquisition phase, adds information about the particularachievement to the video game page template 158 and sends the customizedvideo game template 158 as the video game page 122 to the video gameconsole 110 for presentation within a GUI on the display 120.

In other words, given information about the video game 182 from theservice provider, the game developer, and/or the third party, the videogame platform 150 generates a video game page template 158 specific to aphase of the lifecycle of the video game 182. This template 158 includesall content and actions that are needed of the phase. Upon a change fromthe phase to another phase (where the change can depend on activities ofthe game developer, the third party, and/or the service provider and/orthe user context 156 such as whether the user 112 acquired or not thevideo game 182), the video game platform 150 updates the video game pagetemplate 158 to become specific to the other phase. When a presentationto the user 112 is needed, the video game platform 150 accesses thelatest user context 156 to customize the video game page template 158and present it as the video game page 122.

In an example, generating the video game page template 158 and itscustomization into the video game page 122 are performed by a pageapplication. The video game page template 158 can be used to bootstrapthe page application and the video game page 122 may be the onlyinterface to the page application. The page application can be executedon the video game platform 150 to implement the functionalitiesdiscussed herein above. However, the page application can be executed onthe video game console 110 instead (in which case, various informationand functionalities discussed herein above are local to the video gameconsole 110), or distributed between the video game platform 150 and thevideo game console 110. The page application can be defined as programcode that can be executed as a standalone application or as part of asystem application or an operating system application.

In addition, the page application is usable to generate video game pagetemplates and video game pages for different applications. The lifecycledefinition and the layout templates can be common to the differentapplications, but the different applications can be at differentlifecycle phases. Upon a request for information about a first videogame, a first instance of the page application is executed and presentsa first video game page specific to the first video game. Upon a requestfor information about a second video game, a second instance of the pageapplication is executed and presents a second video game page specificto the second video game. However, from a user experience perspective, asimilar user experience is provided regardless of the video game. Forinstance, similar look-and-feel and functionalities are provided to theuser 112 in the two video game pages when the two video games are at thesame lifecycle phase. The user experience is also seamless throughoutthe phases, where, for instance, the change to a video game page evolvesintuitively for the user 112 from one lifecycle phase to the next one.

In an example, the video game platform 150 includes a set of computingresources, such as servers some or all of which may be virtualized andavailable from a computing cloud, that provides the functionalitiesdescribed herein. The video game console 110 is an example of a suitableend user device. However, other end user devices can likewise be used,such as a mobile phone, a tablet, a laptop, a desktop computer, or othercomputing devices.

FIG. 2 illustrates a computer system that presents a video game page,according to an embodiment of the present disclosure. As illustrated,the computer system includes a video game console 210 and a display 220.Although not shown, the computer system may also include a video gameplatform that is communicatively coupled with the video game console210. The video game console 210 is communicatively coupled with a videogame controller (not shown) and with the display 220 (e.g., over acommunications bus). A user (e.g., a video game player) operates thevideo game controller to interact with the video game console 210. Theseinteractions may include playing a video game presented on the display220 and interacting with other applications of the video game console210.

The video game console 210 includes a processor and a memory (e.g., anon-transitory computer-readable storage medium) storingcomputer-readable instructions that can be executed by the processor andthat, upon execution by the processor, cause the video game console 210to perform operations related to various applications. In particular,the computer-readable instructions can correspond to the variousapplications of the video game console 210 including a video gameapplication 240, a store application 242, a library application 244, awish list application 246, a video application 248, and a home screenapplication 250, among other applications of the video game console 210(e.g., a home user interface (UI) application that facilitates a homepage on the display 220). Each of such applications 240-250 can bedefined as program code that can be executed as a standalone applicationor as part of a system application or an operating system application.

The video game controller is an example of an input device. Other typesof the input device are possible including, a keyboard, a touchscreen, atouchpad, a mouse, an optical system, or other user devices suitable forreceiving input of a user.

In an example, upon an execution of the video game application 240, arendering process of the video game console 210 presents a video gamepage 212 in a window on a GUI of the display 220. The video gameapplication 240 can generate the video game page 212 for a video gamefrom a video game template based on a context of the user, where thevideo game template is based on a lifecycle of the video game. Asdescribed herein above, a video game application can instead be hostedon the video game platform (in which case, the video application 240 canbe used to receive and present the video game page 212) or distributedbetween the video game platform and the video game console 210.

The store application 242 presents a page on the GUI about video gamesthat may be available for acquisition, among other information. Thelibrary application 244 presents a page on the GUI about video gamesthat have been acquired by the user, among other information. The wishlist application 246 presents about video games that the user wishes toacquire, among other information. The video application 248 presents apage on the GUI about different video files that can be presented to theuser, among other information. The home screen application 250 presentsa page on the GUI about different functionalities of the video gameconsole 210, including any of applications 240-248. A link to the videogame page 212 can be embedded (e.g., as a linked icon or tile) in any ofthe applications 240-250. In other words, the video game page 212 can berequested and its presentation can be triggered upon a user selection ofone of the links thereto.

Interactions of the user with the video game application 240 (e.g., toacquire the video game, to play the video game, etc.), and with theother applications 242-248 can be tracked. Information about suchinteractions are stored as part of a context of the user and thiscontext can be used to generate the video game page 212.

FIG. 3 illustrates an example of a video game lifecycle 310 andassociated elements for a video game page, according to an embodiment ofthe present disclosure. The elements include a layout template, content,and actions.

In an example, a service provider of a video game platform definesphases of the video game lifecycle 310. For instance, the video gameplatform provides a content pipeline to the service provider, where thispipeline may receive user input of the service provider and store thisinput as the definition of the phases. In the illustration of FIG. 3 ,this lifecycle 310 includes a pre-acquisition phase 312 and apost-acquisition phase 314. In turn, each of the phases can include aseries of phases. For instance, the pre-acquisition phase 312 includesan announcement phase in which a game developer can announce that a newvideo game is being developed, a pre-order phase in which a user canorder the new video game prior to completion of the development, ademonstration phase in which certain functionalities of the new videogame can be demonstrated, an early access or beta phase in which a betaversion of the new video game can be available, a release or launchphase in which the development is complete and the new video game isavailable for acquisition, and a discounts phase in which incentives maybe available to acquire the new video game. In comparison, thepost-acquisition phase 314 may include an acquisition phase in which auser may have acquired the new video game, a game of the year (GOTY)phase in which the new video game may have been nominated for an award,and a takedown phase in which the new video game (or the existingversion) may be retired. The video game lifecycle 310 may be common todifferent video games.

The service provider may define a layout template for each of thephases. For instance, the content pipeline is also usable to the serviceprovider to upload and/or define the layout and associate each of thelayout templates with one or more phases. The layout template may becommon to the different video games. An example layout template isfurther described in FIG. 4 . Briefly, for a phase, the layout templatespecifies a set of sections to present in a video game page for a videogame that is in the phase and specifies an arrangement of content,actions, and tiles (or windows that present some or all of the contentand/or actions) within each section. The layout templates can bepublished on the video game platform such that video game developer canaccess and retrieve the layout templates.

The service provider, a video game developer, and/or a third party candefine different content for a video game. Each content can be specificto a phase of the video game lifecycle 310. For instance, the contentfor the announcement phase can include a logo for the new video game,whereas the content for the release or launch phase can includerenderings of the main characters of the new video game. In an example,the video game developer accesses the content pipeline via a gamedeveloper system to identify a video game (and upload any program codeof the video game as applicable), select a phase, and upload the contentspecifically defined for the phase. The content pipeline may be usableto the service provider to change the phase of the video game and/orupload additional content. The content pipeline may also be usable tothe third party to upload third party content and/or may automaticallypull such third party content from a third party system.

The service provider, a video game developer, and/or a third party candefine different actions for a video game. Each action can be specificto a phase of the video game lifecycle 310. For instance, the actionsfor the announcement phase can include adding the new video game to awish list, whereas the acquisition phase can include a download actionand a launch action. In an example, the content pipeline is alsoaccessible to the service provider and/or the video game developer todefine the actions and/or upload program codes executable to perform theactions. If the third party provides add-ons to the video game, thecontent pipeline can be accessible thereto to define the add-ons and/orany related actions.

As illustrated in FIG. 3 , a layout template 320A, content 330A, andactions 340A are associated with the announcement phase based on theinput of the service provider, game developer, and/or third party viathe computing platform. The layout template 320A, the content 330A, andthe actions 340A can be stored by the video game platform and used togenerate a video game page template for the video game in associationwith the announcement phase. This video game page template can begeneric to any user. Similarly, a layout template 320B, content 330B,and actions 340B are associated with the announcement phase based on theinput of the service provider, game developer, and/or third party viathe computing platform. Any of the layout template 320B, the content330B, and the actions 340B may, but need not, be different from thelayout template 320A, the content 330A, and the actions 340A. Inaddition, the video game page template generated for the announcementphase can be updated based on the layout template 320B, the content330B, and the actions 340B such that it becomes applicable and specificto the pre-order phase. Of course, rather than updating the video gamepage template, another video game page template can be generated andstored in association with the pre-order phase. This process ofassociating layout templates, content, and actions with phases andupdating the video game page template or generating additional videogame page templates can be repeated for the different phases of thevideo game lifecycle 310 as illustrated with the three dots in FIG. 3 ,all the way to the last phase (e.g., the takedown phase). Here also, alayout template 320K, content 330K, and actions 340K are associated withthe takedown phase and are defined such that the corresponding videogame page template informs users that the video game lifecycle 310 hasended.

Although FIG. 3 illustrates specific phases, other variations arepossible. For instance, the post-acquisition phase 314 can include anyof a post-purchase phase (e.g., upon a user purchasing a video game), apost-download phase (e.g., after the user downloads the video game), apost-installation phase (e.g., after the video game is installed on theuser's device), a post-play phase (e.g., after the user plays the videogame for the first time), or a post-upgrade phase (e.g., after the userpurchases, downloads, and installs an upgraded version of the videogame).

Generally, in the post-acquisition phase 314, context of the user in thevideo game includes specific information about the user's interactionwith, usage of, progress in, and playtime in the video game. Suchspecific information can be used to further customize the video gamepage for the user.

Although FIG. 3 shows that the video game lifecycle 310 is linear, theembodiments of the present disclosure are not limited as such. Instead,some of the phases may be parallel to each other. Further, some of thephases may overlap.

Furthermore, although FIG. 3 shows two specific phases (e.g., thepre-acquisition phase 314 and the post-acquisition phase 314), theembodiments of the present disclosure are not limited as such. Inparticular, a different number and other phases can be additionally oralternatively defined and used. Such phases can be in series or inparallel. Likewise, a different type or number of lifecycles can beadditionally or alternatively defined and used. Such lifecycles can bein series or in parallel. Generally, a lifecycle of a video gameincludes a number of phases, in series and/or in parallel. A video gamepage template and a video game page can be generated and used for thelifecycle as described in the present disclosure. In an illustration, auser engagement lifecycle can be additionally or alternatively definedto include, for instance, awareness discovery, validation, purchase,play, engagement, retention, win back, and transition. A video game pagetemplate can be defined for each of these phases. Based on a context ofa user, including which of the phases the user is associated with and,as applicable, a history of the user with a video game, a video gamepage can be generated and customized for the user from the relevantvideo game page template.

FIG. 4 illustrates an example of a layout 400 of a video game page 402,according to embodiments of the present disclosure. Generally, the videogame page 402 includes multiple sections, illustrated as sections 410A,410B, . . . , and 410K. Each of the sections includes a set of contentand actions defined for a video game, as further illustrated in FIG. 5 .The layout 400 defines an arrangement of the sections 410A-410K and,optionally, the arrangement of the content and actions within eachsection.

In an example, the layout 400 specifies that the top section to bepresented in the video game page 402 (e.g., section 410A as illustratedin FIG. 4 ) should provide a quick snapshot about the phase of the videogame's lifecycle and about the context of a user of the video game. Assuch, the section 410A is typically a cover section.

Furthermore, the layout 400 specifies that the remaining sections to bepresented in the video game page 402 (sections 410B-410K as illustratedin FIG. 4 ) should provide deeper engagement to the user with the videogame, where the engagement depends on the lifecycle phase. For instance,for a pre-acquisition phase, the engagement relates to informing theuser about the video game and enticing the user to acquire the videogame. In comparison, for a post-acquisition phase, the engagementrelates to helping the user play the video game and improve theirplaying skills. Accordingly, and per the layout 400, the remainingsections 410B-410K need to be associated with the engagement. Inaddition, the remaining sections 410B-410K are arranged in an order ofrelevance, where the relevance corresponds to a ranking of how relevanteach section is to the engagement. For instance, for a pre-acquisitionphase, the section 410B can be a media section that presents a videotrailer about the video game, and the section 410K can be a game detailssection that informs the user about the developer, release date, genre,and the like. For the pre-acquisition phase, the engagement is to informand entice the user. Accordingly, the media section can be more relevantthan the game details section and, hence, the section 410B would bearranged and presented in the video game page 402 ahead of the section410K per the layout's 400 specification.

The layout 400 can further specify that the content and the actionswithin each section should be organized based on their relevancy to thelifecycle phase and the user context. For instance, in the cover pagefor a pre-acquisition phase, two actions can be included: one for aselectable acquisition button and one for a selectable wish listaddition button. Given the user context, the acquisition button may bemore relevant to the user. Per the layout's 400 specifications, in thiscase, the acquisition button would be shown first or more prominentlydisplayed than the wish list addition button.

FIG. 5 illustrates an example of a video game page 510 as presented on aGUI 590, according to embodiments of the present disclosure. The GUI 590includes a viewing area 592, such as a presentation area that can beviewed by a user. The video game page 510 has a presentation area thatis larger than the viewing area 592. Accordingly, the video game page510 can be organized to be scrollable as indicated with a scroll bar512.

In an example, the video game page 510 includes a plurality of sections,such as a section 520, a section 530, and a section 540. These sectionsare scrollable and the size of each section (e.g., width and height) issmaller than the viewing area 592 of the GUI 590. In this way, a sectioncan be presented fully in the viewing area 592. The layout of the videogame page 510 can specify the size and arrangement of the sections.

In addition, to provide visibility to the user about the next scrollablesection, the top of the next scrollable section can be simultaneouslyshown at the bottom of the viewing area 592 (and/or, conversely, thebottom of the previous scrollable section can be simultaneously shown atthe top of the viewing area 592). FIG. 5 illustrates this presentationof the scrollable sections by identifying an overlap area 550 at thebottom of the viewing area 592. The section 512 is fully shown in theviewing area 592 and, simultaneously, the top of the next scrollablesection 530 is shown in the overlap area 550. The layout of the videogame page 510 can specify the size and of the overlap area 550.

Each of the sections includes content and actions. Tiles can also beused to present some of the content and/or actions. A tile is generallya window that has a predefined size per the layout. Content and/oractions presented in the tile can be dynamic and interactive. Thearrangement of content, actions and tiles, including their numbers,sizes, and separation can be specified by the layout.

As illustrated in FIG. 5 , the section 520 includes content 522, action524, and tile 526. For instance, content 522 can identify a title of thevideo game. Action 524 can be a selectable button that triggers aprocess to be performed by the video game console and/or video gameplatform in association with the video game (e.g., downloading the videogame, adding the title to a wish list, launching the video game, etc.).The tile 526 can show, for instance, achievements of the user playingthe video game.

Similarly, the section 530 includes tiles 532 and 534. In turn, thetiles 532 and 534 include content and/or actions that are not found inany of the other sections of the video game page 510. The section 540also includes a plurality of content 542, a plurality of actions 544,and a plurality of tiles 556.

The next figures illustrate different sections of a video game page indifferent lifecycle phases. FIGS. 6-10 illustrate scrollable sectionsthrough a pre-acquisition phase where a video game was announced, buthas not been launched yet. FIGS. 11-17 illustrate scrollable sectionsthrough a pre-acquisition phase where the video game has launched. FIGS.18-21 illustrate scrollable sections through a post-acquisition phase.

FIG. 6 illustrates an example of a first section of a video game page600 in a first phase of a video game lifecycle, according to embodimentsof the present disclosure. Here, the first phase is an announcementphase and the first section is a cover section. In the cover section, ashort description 610 of the video game is presented (e.g., game title,the developer). Given that the user has not acquired the video game, theshort description 610 includes an invitation to do so (e.g., “be thefastest driver” as shown in FIG. 6 ). The cover section also includesaction buttons 620. Given that the video game has not been released yet(but has been announced) and that the user context indicates that theuser has not added the video game yet to a wish list, the action buttons620 include a wish list button and a follow button. In addition, thecover section shows a cover art 630 of the video game (e.g., a logo).The cover section further informs the user of an upcoming release dateor includes a coming soon notice 640. At the bottom of the GUI, the topof the next scrollable section 650 is shown (as illustrated, thissection 650 is a game media section).

Generally, the cover section contains a full bleed concept level coverart, game concept name, concept level tagline, estimated publishing dateor coming soon notice, publisher name, compatibility notices ifavailable, and calls for actions. The content herein (e.g., the coverart, the game title, etc.) be uploaded via the content pipeline.

The cover section is immersive by including full bleed cover art thatdraws users into the game world, setting the mood for the rest of thegame research journey. The cover section is also informative byincluding tagline descriptions that offer the chance to pitch the userson the new game concept in one or two impactful sentences. The coversection is also actionable allowing the users to add a game concept totheir wish list to receive a notification when a product is purchasable,and/or follow a game concept to receive news about the video game.

FIG. 7 illustrates an example of a second section of a video game page700 in a first phase of a video game lifecycle, according to embodimentsof the present disclosure. Here, the first phase is an announcementphase and the second section is a media section. The media sectionincludes one or more tiles 710, each embedding a link to a video fileabout the video game. An included tile shows a frame of the video file.A background 720 of the media section is set to the frame. In otherwords, the background 720 is an image that corresponds to the frame. Themedia section is scrollable, as illustrated with a scroll bar 740 and,at the bottom of the GUI, the top of the next scrollable section 750 isshown (as illustrated, this section 750 is a game features section).

Generally, the media section provides videos and screenshot strandswhere users can discover trailers, gameplay videos and screenshots fromthe video game. Screenshots and videos may, but need not, be uploadedvia the content pipeline.

The media section is accessible, where game media strands are positioneddirectly below the cover section and, thus, their position is the mostintuitive next content exploration after landing on the cover section.The media section is also intuitive, where video content can playautomatically without sound when a preview tile is in focus, therebyenabling a purely visual browsing experience that is non-intrusive.Users can press a button to play the videos in full screen to enjoy afully immersive multimedia experience with sound.

FIG. 8 illustrates an example of a third section of a video game page800 in a first phase of a video game lifecycle, according to embodimentsof the present disclosure. Here, the first phase is an announcementphase and the third section is a game features section. The gamefeatures section includes one or more tiles 810, each embedding a linkto a video file about one or more features of the video game. Anincluded tile shows a frame of the video file. A background 820 of themedia section is set to the frame and includes a short description of afeature of the video game. The game features section is scrollable, asillustrated with a scroll bar 840 and, at the bottom of the GUI, the topof the next scrollable section 850 is shown (as illustrated, thissection 850 is a news section).

Generally, the game features section allows developers to introduce thefeatures included in the video game by uploading multiple game featurestories via the content pipeline.

The game features section is customizable where the developers canchoose between a number of layout templates, or decide to use a customlayout unique to their needs. Each game feature supports a header(optional), a body paragraph copy (optional), either a video or animage, a preview tile title, and a layout (optional).

FIG. 9 illustrates an example of a fourth section of a video game page900 in a first phase of a video game lifecycle, according to embodimentsof the present disclosure. Here, the first phase is an announcementphase and the fourth section is a news section. The news sectionincludes one or more tiles 910, each embedding a link to a news feed(e.g., text article, audio file, and/or video file) about the videogame. An included tile shows covert art and a new synopsis. The newssection is scrollable, as illustrated with a scroll bar 920 and, at thebottom of the GUI, the top of the next scrollable section 930 is shown(as illustrated, this section 930 is a game details section).

Generally, developers can submit news stories in association with alifecycle phase, and these new stories are presented in the newssection. News content such as upcoming events, or behind the scenesstories can help build user excitement towards a new game, which maylead to a higher conversion rate.

FIG. 10 illustrates an example of a fifth section of a video game page1000 in a first phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the first phase is anannouncement phase and the fifth section is a game details section. Thegame details section includes one or more tiles 1010, each embedding alink to a details page about the video game, such as a game story, gameinformation (developer, release, date, edition, platform, genre, etc.)and legal disclosure. The game features section is scrollable, asillustrated with a scroll bar 1020.

Generally, the game details section is a programmatically generatedsection with detailed game information powered by the content pipeline.Some of the content received via the content pipeline includes marketingtext, genre, developer display name, display release date, legal copyincluding copyright information and account membership requirements, andcompatibility notices.

FIG. 11 illustrates an example of a first section of a video game page1100 in a second phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the second phase is arelease phase and the first section is a cover section. The coversection is generally similar to the cover section of FIG. 6 , excepthere the cover section includes additional information about the videogame, such as its release date, its genre, its rating, needed memoryspace, etc. In the cover section of FIG. 11 , a short description 1110of the video game is presented (e.g., game title, the developer, anedition of the video game). Given that the user has not acquired thevideo game, the short description 1110 includes an invitation to do so(e.g., “be the fastest driver” as shown in FIG. 11 ). The cover sectionalso includes action buttons 1120. Given that the video game wasreleased and that the user context indicates that the user has not addedthe video game yet to a wish list, the action buttons 1120 include anacquire button and a wish list button. In addition, the cover sectionshows a cover art 1130 of the video game (e.g., an actual tool—the carin FIG. 11 —from the video game). The cover section further informs theuser about the game information as shown in a tile 1140. At the bottomof the GUI, the top of the next scrollable section 1150 is shown (asillustrated, this section 1150 is a game media section).

Generally, the cover section contains a full bleed cover art, gameconcept name, product edition name, tagline, price, friends who play,publishing date, publisher name, compatibility notices, age ratings,calls for actions. All content excluding friends who play and the callsfor actions are typically uploaded via the content pipeline.

The cover section is immersive by including full bleed cover art thatdraws users into the game world, setting the mood for the rest of thegame research journey. The cover section is also informative byincluding tagline descriptions that offer the chance to pitch users onthe video game in one or two impactful sentences. Pricing and salescountdown timer can be shown (e.g., in tile 1140) and are dynamicallyadjusted based on the calls for actions being in focus, reducing users'mental workload while maximizing the exposure of upsell benefits. Afriends who play summary takes full advantage of the power of socialproof and the thriving video game platform community during the gameevaluation process. The cover section also identifies the release dateand developer and includes compatibility notices and age ratings toinform users about required software and hardware to play the game aswell as the rating board information necessary to determine contentappropriateness. The cover section is also actionable by including asmart display of call to actions depending on the game lifecycle,purchase options, users' eligibility for certain rewards etc. Examplesof calls for actions include pre-order, add to cart, download, stream,Save with a platform service, join a platform group, add to library,etc.

FIG. 12 illustrates an example of a second section of a video game page1200 in a second phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the second phase is arelease phase and the second section is a media section. The mediasection is generally similar to the media section of FIG. 7 , exceptadditional media files may be available. As illustrated in FIG. 12 , themedia section includes a plurality of tiles 1210, each embedding a linkto a video file about the video game. An included tile shows a frame ofthe video file. A background 1220 of the media section is set to theframe at least when the included file is in focus. The media section isscrollable, as illustrated with a scroll bar 1240 and, at the bottom ofthe GUI, the top of the next scrollable section 1250 is shown (asillustrated, this section 1250 is a game features section).

Generally, the media section provides videos and screenshot strandswhere users can discover trailers, gameplay videos and screenshots fromthe video game. Screenshots and videos may, but need not, be uploadedvia the content pipeline.

The media section is accessible, where game media strands are positioneddirectly below the cover section and, thus, their position is the mostintuitive next content exploration after landing on the cover section.The media section is also intuitive, where video content can playautomatically without sound when a preview tile is in focus, therebyenabling a purely visual browsing experience that is non-intrusive.Users can press a button to play the videos in full screen to enjoy afully immersive multimedia experience with sound.

FIG. 13 illustrates an example of a third section of a video game page1300 in a second phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the second phase is arelease phase and the third section is a game features section. The gamefeatures section is generally similar to the game features section ofFIG. 8 , except additional media files may be available. As illustratedin FIG. 13 , the game features section includes a plurality of tiles1310, each embedding a link to a video file about one or more featuresof the video game. An included tile shows a frame of the video file. Abackground 1320 of the media section is set to the frame and includes ashort description of a feature of the video game, at least when theincluded tile is in focus. The game features section is scrollable, asillustrated with a scroll bar 1340 and, at the bottom of the GUI, thetop of the next scrollable section 1350 is shown (as illustrated, thissection 150 is a news section).

Generally, the game features section allows developers to introduce thefeatures included in the video game by uploading multiple game featurestories via the content pipeline. Concept level stories can be copiedover to the video game level if the assets and metadata are stillrelevant for a given video game.

The game features section is customizable where the developers canchoose between a number of layout templates, or decide to use a customlayout unique to their needs. Each game feature supports a header(optional), a body paragraph copy (optional), either a video or animage, a preview tile title, and a layout (optional).

FIG. 14 illustrates an example of a fourth section of a video game 1400page in a second phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the second phase is arelease phase and the fourth section is a news section. The news sectionis generally similar to the news section of FIG. 9 , except additionalnews feeds may be available. As illustrated in FIG. 14 , the newssection includes a plurality of tiles 1410, each embedding a link to anews feed (e.g., text article, audio file, and/or video file) about thevideo game. An included tile shows covert art and a new synopsis. Thenews section is scrollable, as illustrated with a scroll bar 1420 and,at the bottom of the GUI, the top of the next scrollable section 1430 isshown (as illustrated, this section 1430 is an editions section).

Generally, developers can submit news stories in association with alifecycle phase, and these new stories are presented in the newssection. News content such as upcoming events, or behind the scenesstories can help build user excitement towards a new game, which maylead to higher conversion rate. News stories can exist at the gameconcept level, which means each video game under the same concept canhave the same news strand.

FIG. 15 illustrates an example of a fifth section of a video game page1500 in a second phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the second phase is arelease phase and the fifth section is an editions section. The editionssection includes a plurality of tiles 1510, each presenting informationabout an edition of the video game (e.g., a standard edition, a digitaldeluxe edition, etc.). The editions section is scrollable, asillustrated with a scroll bar 1520 and, at the bottom of the GUI, thetop of the next scrollable section 1530 is shown (as illustrated, thissection 1530 is an add-ons section).

Generally, the editions section is a programmatically generated strandof full game editions and bundles. The editions section allows users toquickly glance across the features and content available in each editionbundle, so they could be enticed to acquire a premium version of thegame. The following metadata and assets can be used to populate theeditions section: version key art, edition name, edition upsell featurelist (per edition/bundle), and pricing. The assets and metadata for eachgame edition/bundle product may, but need not, be submitted through thecontent pipeline.

FIG. 16 illustrates an example of a sixth section of a video game page1600 in a second phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the second phase is arelease phase and the sixth section is an add-ons section. The add-onssection includes a plurality of tiles 1610, each presenting informationabout an add-on that can be acquired for the video game (e.g., an add-oncan correspond to program code that provides a new video gamefunctionality, such as a new tool to use, a new level to play, etc.).The add-ons section is scrollable, as illustrated with a scroll bar 1620and, at the bottom of the GUI, the top of the next scrollable section1630 is shown (as illustrated, this section 1630 is a game detailssection).

Generally, the add-ons section is a programmatically generated strandbased on metadata and assets. The metadata and assets can be receivedfrom the developer via the content pipeline and include key art, add-ongraphic like avatar or a theme product name, and pricing.

FIG. 17 illustrates an example of a seventh section of a video game 1700page in a second phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the second phase is arelease and the seventh section is a game details section. The gamedetails section is generally similar to the game details section of FIG.10 , except that it may include any additional updates (e.g., an actualrelease date, identifies of different versions, etc.). The game detailssection includes one or more tiles 1710, each embedding a link to adetails page about the video game, such as a game story, gameinformation (developer, release, date, edition, platform, genre, etc.)and legal disclosure. The game features section is scrollable, asillustrated with a scroll bar 1720.

Generally, the game details section is a programmatically generatedsection with detailed game information powered by the content pipeline.Some of the content received via the content pipeline includes marketingtext, genre, developer display name, display release date, legal copyincluding copyright information and account membership requirements, andcompatibility notices.

FIG. 18 illustrates an example of a first section of a video game page1800 in a third phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the third phase is apost-acquisition phase and the first section is a cover section. Contextof a user of the video game page 1800 can be used to customize the videogame page 1800. The cover section is generally similar to the coversection of FIG. 11 , except here the cover section includes additionalinformation about the video game and is further customizes to the usercontext. In the cover section of FIG. 18 , a short description 1810 ofthe video game is presented (e.g., game title, and an invitation to playa particular feature of the video game that has not been played by theuser yet). The cover section also includes action buttons 1820. Giventhat the video game was acquired, the action buttons 1820 include astart game button to launch the video game. Other actions can be groupedunder an expandable menu button (shown as a circle with three dots). Inaddition, the cover section shows a cover art 1830 of the video game.The cover section further informs the user about the game information asshown in a tile 1840, where the information is targeted to the usergiven their context. For instance, one tile may show a new feature thatthe user may not have acquired but may be interested, while another tilemay show the user's game achievements. In addition, the cover page canshow a summary 1850 (e.g., a number of and avatars) of friends that areplaying the video game. At the top of the cover section, various tiles1860 are presented and show available video games to the user. Thesetiles 1860 can be scrollable in a carousel-like manner and the tilecorresponding to the video game page 1800 is in focus and is shown withan enlarged size (or some other visual indicator that distinguishes itover remaining tiles). A user selection of another one of the tiles 1860(e.g., a scroll thereto or a click thereon) causes a presentation of asecond video game page for a second video game page. The same video gameapplication may be instantiated, where one instance may be used for thevideo game page 1800 and a second instance for the second video gamepage. At the bottom of the GUI, the top of the next scrollable section1870 is shown (as illustrated, this section 1870 is a featuredactivities section).

Generally, the cover section contains a set of information most relevantfor user retention (whereas in the announcement and release phases, theinformation is most relevant for user conversion). The concept levelcover art may be used, but can be overwritten by either a news take overstory, or a unified activity module. Developers can explicitly select anews story to take over the cover art via the content pipeline. If anews take over story does not exist for a given game, the most relevantunified activity module game plan may be shown in the cover instead. Inaddition to the take-over capability, a different news story can bedisplayed in tile format along with an achievement tile on the righthand side of the cover section. The cover section layout maximizes thedeveloper's ability to keep users up to date on new content launches,patches/updates to the game, upcoming events, and the like.

FIG. 19 illustrates examples of a second section of a video game page1900 in a third phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the third phase is apost-acquisition phase and the second section is a featured activitiessection. The featured activities section presents tiles 1910, eachinforming a user about an activity that can be relevant to the user.Each tile may be selected to launch the corresponding activity. Thedifferent available activities in the video game can be ranked accordingto the user context and the most relevant ones can be presented in thetiles 1910. In this way, the user need not search and navigate betweendifferent parts of the video game platform to find interestingactivities. The cover section also identifies the video game by using atile 1920. The add-ons section is scrollable, as illustrated with ascroll bar 1930 and, at the bottom of the GUI, the top of the nextscrollable section 1940 is shown (as illustrated, this section 1940 is anews section).

Generally, the features activities section includes a collection ofunified activity modules, where the most relevant and engaging playopportunities are exposed. The purpose of this section is to maximizeplay time and minimize the time needed to find the next playopportunity.

FIG. 20 illustrates an example of a third section of a video game page2000 in a third phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the third phase is apost-acquisition phase and the third section is a news section. The newssection is generally similar to the news section of FIG. 14 , exceptadditional news feeds may be available and such news feeds can beselected and organized depending on the user context. As illustrated inFIG. 20 , the news section includes a plurality of tiles 2010, eachembedding a link to a news feed (e.g., text article, audio file, and/orvideo file) about the video game. An included tile shows covert art anda new synopsis that is relevant to the user's game play. The newssection also identifies the video game by using a tile 2020. The newssection is scrollable, as illustrated with a scroll bar 2030 and, at thebottom of the GUI, the top of the next scrollable section 2040 is shown(as illustrated, this section 2040 is a recommended videos section).

Generally, developers can submit news stories via the content pipelineand target such stories for post-acquisition activities. News contentsuch as upcoming events, additional content coming soon, game patchesthat address a particular problem, updates to the game etc. could helpcontinuously engage users throughout their gameplay lifecycle phases.

FIG. 21 illustrates an example of a fourth section of a video game page2100 in a third phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the third phase is apost-acquisition phase and the fourth section is a recommended videossection. The recommended videos section shows links to videosdemonstrating how to perform certain activities in the video game giventhe user context (e.g., the videos can be relevant to the user and/or tothe user's gameplay). These videos can be uploaded by the developer orcan be retrieved from a third party system. As illustrated in FIG. 21 ,the recommended videos section includes a plurality of tiles 2110, eachembedding a link to a video file. An included tile shows a frame of thevideo file. A background 2120 of the media section is set to the frameand includes a short description of a feature of the video game, atleast when the included tile is in focus. When the video is selected,the video can be played in the area that presents the background 2120and can be expanded to be played over the entire viewing area. Inaddition, absent a user selection and when in focus, the video can startautomatically in the area of the background 2120 without audio. Incertain situations, the user may not have performed an activity andpresenting information about this activity can be considered as aspoiler. Whether the user has performed the activity can be determinedfrom the user context. Whether a video presents information about theactivity can be defined in the metadata of the video, including where inthe video (e.g., timestamps) the information is presented. Hence, basedon the user context and the video metadata, the video game platform maydetermine whether a spoiler is about to be presented in a video to theuser. If so, the recommended video sections may present a pop-up windowor some other form of notification in, for instance, the video game pageto alert the user about the upcoming spoiler. Only if the user opts into view it, the spoiler is presented in the video. Otherwise, thatportion of the video is skipped (e.g., the presentation of the spoileris blocked in the video game page). Additionally or alternatively, auser setting may specify that spoilers should be skipped or presented.The video is presented according to the user setting. The recommendedvideos section also identifies the video game by using a tile 2130. Therecommended videos section is scrollable, as illustrated with a scrollbar 2140 and, at the bottom of the GUI, the top of the next scrollablesection 2150 is shown (as illustrated, this section 2150 is an add-onssection).

Generally, users can view either current broadcasts or uploaded videosrelated to the video game. User-generated videos enrich the users' playactivities by connecting them with other users to learn from others howplay the video game, and allows them to shift from an activeentertainment mode to a passive one while still engaged with the videogame.

FIG. 22 illustrates an example of a fifth section of a video game page2200 in a third phase of a video game lifecycle, according toembodiments of the present disclosure. Here, the third phase is apost-acquisition phase and the fifth section is an add-ons section.Context of a user of the video game page 2200 can be used to customizethe add-ons section by selecting the add-ons that are relevant to thecontext. The add-ons section is generally similar to the add-ons sectionof FIG. 16 . The add-ons section includes a plurality of tiles 2210,each presenting information about an add-on that is either available tothe user in the video game or that can be acquired for the video game.The add-ons section also identifies the video game by using a tile 2220.The add-ons section is scrollable, as illustrated with a scroll bar2230.

Generally, the add-ons section is a programmatically generated strandbased on metadata and assets. The metadata and assets can be receivedfrom the developer via the content pipeline and include key art, add-ongraphic like an avatar or a theme product name, and pricing.

As explained herein above, a video game application presents a videogame page throughout the different phases such that the video game pageis a single user interface accessible to a user in all phases andproviding the necessary information and functionalities for each phase.The layout of the video game page can be pre-defined by a serviceprovider and, optionally, customized by a developer. The predefinedlayout is common to multiple video games to enable a common userexperience for the different video games. Some of the content can bedefined by the developer, while other content can be defined by theservice provider and/or a third party (e.g., user generated content).

Any of the actions can be defined as program code of the video gameapplication or of a second application depending on the action itself.For instance, if the action is to present a video or to complete apurchase, such action can be part of the second application. In thiscase, the video game page presents a link to the action. Upon aselection of the link, the second application can execute the relevantprocess and a window about the process is presented over a portion ofthe video game page. The user control can be automatically switched tothe window (e.g., the user need not provide specific user input at agame controller to select the window; instead, the user input can beautomatically associated with the window). Upon completion of theprocess, the window can be automatically closed and the user control canbe automatically switched back to the video game page.

To illustrate, and referring to the acquire button in FIG. 11 , upon auser selection of this button, a payment application may be launched tocomplete a payment process. A window is presented over some or all ofthe cover section, where the window provides payment related informationand functionalities (e.g., payment account to use, payment amount,etc.). User input can be automatically associated with the window tocomplete the payment process. Thereafter, the window is closed and theuser control is switched back to the cover section. In this case, thecompletion of the payment process causes a change to user context: thevideo game is added to the user account. In turn, this user contextchange results in a change to the lifecycle phase: from pre-acquisitionto post-acquisition. Accordingly, the video game page is automaticallyupdated such to the post-acquisition layout and is automaticallycustomized to the user. For instance, the cover section of FIG. 18 wouldbe automatically presented upon the completion of the payment processand the closing of the related window. In addition, a link to the videogame page can be embedded in a second page (e.g., a user interface) of asecond application that presents information about a plurality of videogames available to the user. For instance, the link can be embedded as atile in a storefront, library, etc. In an example, in a post-acquisitionphase, upon a user selection to acquire the video game (e.g., purchase,download, install, etc.), the link can be automatically embedded in manyof such second pages including the storefront, library, etc.

FIG. 23 illustrates an example of a flow for presenting a video gamepage, according to embodiments of the present disclosure. The operationsof the flow can be implemented as hardware circuitry and/or stored ascomputer-readable instructions on a non-transitory computer-readablemedium of a computer system, such as a video game console and/or a videogame platform. As implemented, the instructions represent modules thatinclude circuitry or code executable by a processor(s) of the computersystem. The execution of such instructions configures the computersystem to perform the specific operations described herein. Eachcircuitry or code in combination with the processor represents a meansfor performing a respective operation(s). While the operations areillustrated in a particular order, it should be understood that noparticular order is required and that certain operations can be omitted.

In an example, the flow includes operation 2302, where the computersystem determines a phase of a video game lifecycle. For instance, thecomputer system can provide a computing pipeline that receives input ofa developer of a video game and/or a service provider. The input canindicate the phase and the computer system may store information thatidentifies the phase in association with the video game according to theinput. In this case, determining the phase includes looking at theinformation by using an identifier of the video game. Further, the phasecan also depend on a context of a user of the video game (e.g., was thevideo game added to the user's wish list, was the game acquired by theuser). In this case, determining the phase includes looking up the usercontext by using an identifier of the user.

In an example, the flow includes operation 2304, where the computersystem sets a layout of the video game page based on the phase. Forinstance, layout templates are stored in association between differentphases based on input of the service provider. Input of the developercan be further received to select and/or, optionally, customize a layoutfor each of the phases. In this case, setting the layout includeslooking up the layout templates by using an identifier of the phase,selecting the applicable layout template, and generating a video gamepage template according to the layout template. Here also, content andactions applicable to the phase can be included in the video game pagetemplate, where their arrangement is specified by the layout template.

In an example, the flow includes operation 2306, where the computersystem receives a user request for information about the video game. Forinstance, the user request can be received as user input from an inputdevice that the user operates (e.g., a game controller). The user inputcan be received as a user selection of a link to the video game page.This link can be presented on a home screen, in a library, in anapplication store, or in any other user interface to an application. Thelink can be automatically embedded in the home screen, library,application store upon the generating of the video game page or thevideo game page template.

In an example, the flow includes operation 2308, where the computersystem determines the user context. For instance, the computer systemuses the identifier of the user to look up the user context from aprofile of the user.

In an example, the flow includes operation 2310, where the computersystem populates the video game page based on the user context. Forinstance, the computer system customizes the content and/or the actionsassociated with the phase such that the customized content and/oractions are relevant to the user context. The customization can includeranking the content and/or actions based on their relevance to the usercontext and arranging them for presentation based on the ranking. Thecustomization can also include selecting some of the content and/oractions and filtering out other ones if their ranking is low (e.g.,below a ranking score). The customization can include personalizing someof the content and/or actions with information about the user, such asby including the user name, identifying a last game achievement, etc.Further, the customization can include adding new content specific tothe user (e.g., by determining a history of the user playing the videogame, where the history is indicated by the user context and includes,for instance, any of game play information such as achievements, such astrophies, earned skills, and statistics, and adding particular contentthat indicates the history such as by showing the trophies, skills,achievements, statistics, etc.). In addition, the customization caninclude identifying spoilers and, as applicable, generating alerts aboutsuch spoilers. The customized content and/or actions can be arrangedaccording to the layout of the phase, thereby updating the video gamepage template to be specific to the user context. The updated video gamepage template corresponds to the video game page.

In an example, the flow includes operation 2312, where the computersystem presents the video game page. For instance, the video game pageis presented within a GUI on a display to the user in response to theuser request.

In an example, the flow includes operation 2314, where the computersystem determines a change to the phase of the lifecycle or to the usercontext. For instance, input of the developer and/or service providercan be received and can indicate that the video game has moved to asecond phase (e.g., from an announcement phase to a release phase). Thisinput can be stored as information that identifies the second phase inassociation with the video game. The user context can also indicate thechange (e.g., upon an acquisition of the game, the phase changes to apost-acquisition phase). The user context can also indicate otherchanges that relate to activities (e.g., gameplay) of the user and/orother users (e.g., friends of the user) in association with the videogame or the video game platform. As such, determining the changeincludes looking up the stored information by using the identifier ofthe video game and/or looking up the user context by using theidentifier of the user.

In an example, the flow includes operation 2316, where the computersystem updates any of the layout, content, and/or actions of the page.For instance, the change to the phase can result in a selection of a newlayout template, where this layout template removes some of thesections, edits and/or re-arranges remaining sections, and/or adds newsections to result in an update to the video game page template. Contentand actions of the updated video game template can be customized basedon the user context (or the change thereto), resulting in an updatedvideo game page.

In an example, the flow includes operation 2318, where the computersystem presents the updated video game page. For instance, the updatedvideo game page is presented within the GUI on the display.

In an example, the flow includes operation 2320, where the computersystem receives a user selection of an action presented in the videogame page. For instance, the action is linked to program code of one ormore applications configured to execute one or more processes identifiedby the action (e.g., if the action is for acquiring the video game, theprocess(es) can include completing payment, downloading the game, etc.).

In an example, the flow includes operation 2322, where the computersystem launches the process. For instance, the relevant program code isexecuted.

In an example, the flow includes operation 2324, where the computersystem presents process information in a window over the video gamepage. For instance, the window is a user interface to the underlyingapplication(s) executing the process(es).

In an example, the flow includes operation 2326, where the computersystem switches controls to the window. For instance, the switch isautomatic such that input of the user is automatically associated withthe underlying application(s).

In an example, the flow includes operation 2328, where the computersystem closes the window upon completion of the process(es). Forinstance, the execution of the underlying application(s) is terminated.

In an example, the flow includes operation 2330, where the computersystem updates the video game page. For instance, operation 2330 can besimilar to operations 2314-2318 above. In particular, the completion ofthe process(es) may have resulted in a change to the phase and/or usercontext. The change is determined to update the video game page andpresent the updated video game page.

In an example, the flow includes operation 2332, where the computersystem switches controls to the video game page. For instance, theswitch is automatic such that input of the user is automaticallyassociated with the video game page.

FIG. 24 illustrates an example of a hardware system suitable forimplementing a computer system 2400, according to embodiments of thepresent disclosure. The computer system 2400 represents, for example, avideo game console, a video game platform, or other types of a computersystem. The computer system 2400 includes a central processing unit(CPU) 2402 for running software applications and optionally an operatingsystem. The CPU 2402 may be made up of one or more homogeneous orheterogeneous processing cores. Memory 2404 stores applications and datafor use by the CPU 2402. Storage 2406 provides non-volatile storage andother computer readable media for applications and data and may includefixed disk drives, removable disk drives, flash memory devices, andCD-ROM, DVD-ROM, Blu-ray, HD-DVD, or other optical storage devices, aswell as signal transmission and storage media. User input devices 2408communicate user inputs from one or more users to the computer system2400, examples of which may include keyboards, mice, joysticks, touchpads, touch screens, still or video cameras, and/or microphones. Networkinterface 2410 allows the computer system 2400 to communicate with othercomputer systems via an electronic communications network, and mayinclude wired or wireless communication over local area networks andwide area networks such as the Internet. An audio processor 2412 isadapted to generate analog or digital audio output from instructionsand/or data provided by the CPU 2402, memory 2404, and/or storage 2406.The components of computer system 2400, including the CPU 2402, memory2404, data storage 2406, user input devices 2408, network interface2410, and audio processor 2412 are connected via one or more data buses2460.

A graphics subsystem 2430 is further connected with the data bus 2460and the components of the computer system 2400. The graphics subsystem2430 includes a graphics processing unit (GPU) 2432 and graphics memory2434. The graphics memory 2434 includes a display memory (e.g., a framebuffer) used for storing pixel data for each pixel of an output image.The graphics memory 2434 can be integrated in the same device as the GPU2432, connected as a separate device with the GPU 2432, and/orimplemented within the memory 2404. Pixel data can be provided to thegraphics memory 2434 directly from the CPU 2402. Alternatively, the CPU2402 provides the GPU 2432 with data and/or instructions defining thedesired output images, from which the GPU 2432 generates the pixel dataof one or more output images. The data and/or instructions defining thedesired output images can be stored in the memory 2404 and/or graphicsmemory 2434. In an embodiment, the GPU 2432 includes 3D renderingcapabilities for generating pixel data for output images frominstructions and data defining the geometry, lighting, shading,texturing, motion, and/or camera parameters for a scene. The GPU 2432can further include one or more programmable execution units capable ofexecuting shader programs.

The graphics subsystem 2430 periodically outputs pixel data for an imagefrom the graphics memory 2434 to be displayed on the display device2450. The display device 2450 can be any device capable of displayingvisual information in response to a signal from the computer system2400, including CRT, LCD, plasma, and OLED displays. The computer system2400 can provide the display device 2450 with an analog or digitalsignal.

In accordance with various embodiments, the CPU 2402 is one or moregeneral-purpose microprocessors having one or more processing cores.Further embodiments can be implemented using one or more CPUs 2402 withmicroprocessor architectures specifically adapted for highly paralleland computationally intensive applications, such as media andinteractive entertainment applications.

The components of a system may be connected via a network, which may beany combination of the following: the Internet, an IP network, anintranet, a wide-area network (“WAN”), a local-area network (“LAN”), avirtual private network (“VPN”), the Public Switched Telephone Network(“PSTN”), or any other type of network supporting data communicationbetween devices described herein, in different embodiments. A networkmay include both wired and wireless connections, including opticallinks. Many other examples are possible and apparent to those skilled inthe art in light of this disclosure. In the discussion herein, a networkmay or may not be noted specifically.

In the foregoing specification, the invention is described withreference to specific embodiments thereof, but those skilled in the artwill recognize that the invention is not limited thereto. Variousfeatures and aspects of the above-described invention may be usedindividually or jointly. Further, the invention can be utilized in anynumber of environments and applications beyond those described hereinwithout departing from the broader spirit and scope of thespecification. The specification and drawings are, accordingly, to beregarded as illustrative rather than restrictive.

It should be noted that the methods, systems, and devices discussedabove are intended merely to be examples. It must be stressed thatvarious embodiments may omit, substitute, or add various procedures orcomponents as appropriate. For instance, it should be appreciated that,in alternative embodiments, the methods may be performed in an orderdifferent from that described, and that various steps may be added,omitted, or combined. Also, features described with respect to certainembodiments may be combined in various other embodiments. Differentaspects and elements of the embodiments may be combined in a similarmanner. Also, it should be emphasized that technology evolves and, thus,many of the elements are examples and should not be interpreted to limitthe scope of the invention.

Specific details are given in the description to provide a thoroughunderstanding of the embodiments. However, it will be understood by oneof ordinary skill in the art that the embodiments may be practicedwithout these specific details. For example, well-known circuits,processes, algorithms, structures, and techniques have been shownwithout unnecessary detail in order to avoid obscuring the embodiments.

Also, it is noted that the embodiments may be described as a processwhich is depicted as a flow diagram or block diagram. Although each maydescribe the operations as a sequential process, many of the operationscan be performed in parallel or concurrently. In addition, the order ofthe operations may be rearranged. A process may have additional stepsnot included in the figure.

Moreover, as disclosed herein, the term “memory” or “memory unit” mayrepresent one or more devices for storing data, including read-onlymemory (ROM), random access memory (RAM), magnetic RAM, core memory,magnetic disk storage mediums, optical storage mediums, flash memorydevices, or other computer-readable mediums for storing information. Theterm “computer-readable medium” includes, but is not limited to,portable or fixed storage devices, optical storage devices, wirelesschannels, a sim card, other smart cards, and various other mediumscapable of storing, containing, or carrying instructions or data.

Furthermore, embodiments may be implemented by hardware, software,firmware, middleware, microcode, hardware description languages, or anycombination thereof. When implemented in software, firmware, middleware,or microcode, the program code or code segments to perform the necessarytasks may be stored in a computer-readable medium such as a storagemedium. Processors may perform the necessary tasks.

Unless otherwise stated, all measurements, values, ratings, positions,magnitudes, sizes, and other specifications that are set forth in thisspecification, including in the claims that follow, are approximate, notexact. They are intended to have a reasonable range that is consistentwith the functions to which they relate and with what is customary inthe art to which they pertain. “About” includes within a tolerance of±0.01%, ±0.1%, ±1%, ±2%, ±3%, ±4%, ±5%, ±8%, ±10%, ±15%, ±20%, ±25%, oras otherwise known in the art. “Substantially” refers to more than 66%,155%, 80%, 90%, 95%, 99%, 99.9% or, depending on the context withinwhich the term substantially appears, value otherwise as known in theart.

Having described several embodiments, it will be recognized by those ofskill in the art that various modifications, alternative constructions,and equivalents may be used without departing from the spirit of theinvention. For example, the above elements may merely be a component ofa larger system, wherein other rules may take precedence over orotherwise modify the application of the invention. Also, a number ofsteps may be undertaken before, during, or after the above elements areconsidered. Accordingly, the above description should not be taken aslimiting the scope of the invention.

What is claimed is:
 1. A method implemented by a computer system forpresentation of video game-related information, the method comprising:determining a phase of a lifecycle of a video game, wherein a set ofcontent and actions associated with the video game are generatedspecifically for the phase; setting a layout of a page associated withthe video game based on the phase, wherein the page is updated based ondifferent phases of the lifecycle and is accessible in each of thedifferent phases to a user; receiving a request of the user forinformation about the video game; populating the page with the contentand the actions; and presenting, in response to the request, the page aspopulated and according to the layout.
 2. The method of claim 1, furthercomprising: determining a context of the user in association with atleast one of the video game or a video game platform from which thevideo game is available; determining a change to at least one of: thelifecycle from the phase to a second phase or the context of the user;and updating, based on the change, at least one of: the layout, thecontent, or the actions.
 3. The method of claim 1, further comprising:receiving a user selection of an action presented in the page;determining that the lifecycle changed from the phase to a second phasebased on the action; and updating, based on the second phase, at leastone of: the layout, the content, or the actions.
 4. The method of claim3, further comprising: performing the action by at least: launching aprocess associated with the action, presenting information about theprocess in a window over the page, and switching a user control from thepage to the window; and upon a completion of the process: closing thewindow, switching the user control to the page, and presenting the pageas updated.
 5. The method of claim 1, wherein the layout comprises aplurality of scrollable sections, wherein each of the sections comprisesan arrangement of content, actions, and tiles based on the phase; andwherein presenting the page comprises presenting a full scrollablesection while also presenting a top of a next scrollable section.
 6. Themethod of claim 5, wherein the full scrollable section comprises a tileselectable to present a video file associated with the game, and whereina background of the full scrollable section is set as a frame from thevideo file.
 7. The method of claim 5, further comprising: determining acontext of the user in association with at least one of the video gameor a video game platform from which the video game is available; andwherein at least one of content, an action, and a tile presented in thefull scrollable section is customized based on the context of the user.8. The method of claim 5, further comprising: determining a change fromthe phase to a second phase of the lifecycle; and adding a newscrollable section to the page based on the change, wherein at least oneof additional content or an action are generated specifically for thesecond phase and are included in the new scrollable section.
 9. Themethod of claim 1, wherein the layout comprises a first set ofscrollable sections for an announce phase of the lifecycle, a second setof scrollable sections for a launched video game phase of the lifecycle,and a third set of scrollable sections for a user acquired video gamephase of the lifecycle, wherein the first set and the second setcomprise a common scrollable section, and wherein the second setcomprises a scrollable section absent from the first set.
 10. The methodof claim 9, wherein the first set comprises a cover section, a gamemedia section, a game features section, a news section, and a gamedetails section, wherein the second set comprises the cover section, thegame media section, the game features section, the news section, and anadd-ons section, wherein the third set comprises the cover section, theadd-ons section, a featured activities section, the news section, and auser generated content section, and wherein at least one of content oran action in the common scrollable section changes between the first setand the second set.
 11. The method of claim 1, wherein the phase is apost-acquisition phase, and wherein the at least one of the content orthe actions is customized by: determining a context of the user inassociation with the video game; determining a history of the userplaying the video game, wherein the history is indicated by the contextof the user and comprises at least one of: achievements of the user,statistics of the user, or video game skills earned by the user; andadding particular content to the page, wherein the particular contentindicates the history.
 12. A computer system comprising: one or moreprocessors; and one or more memories storing computer-readableinstructions that, upon execution by the one or more processors,configure the computer system to: determine a phase of a lifecycle of avideo game, wherein a set of content and actions associated with thevideo game are generated specifically for the phase; set a layout of apage associated with the video game based on the phase, wherein the pageis updated based on different phases of the lifecycle and is accessiblein each of the different phases to a user; receiving a request of theuser for information about the video game; populate the page with thecontent and the actions; and present, in response to the request, thepage as populated and according to the layout.
 13. The computer systemof claim 12, wherein the layout is set prior to receiving the request,wherein the request is received based on a user selection of a link tothe page, and wherein the page is populated after the user selection ofthe link.
 14. The computer system of claim 12, wherein the execution ofthe instructions further configures the computer system to: launch aninstance of an application based on receiving the request, and whereinthe instance populates the page.
 15. The computer system of claim 14,wherein the execution of the instructions further configures thecomputer system to: determine a context of the user in association withat least one of the video game or a video game platform from which thevideo game is available; receive a second request for information abouta second video game; launch a second instance of the application; andpopulate, by the second instance, a second page based on the context ofthe user and a phase of a lifecycle of the second video game.
 16. Thecomputer system of claim 12, wherein the layout is set based on a layouttemplate that is defined specifically for the phase and that is commonto a plurality of video games.
 17. A non-transitory computer-readablemedium storing instructions that, upon execution on a computer system,cause the system to perform operations comprising: determining a phaseof a lifecycle of a video game, wherein a set of content and actionsassociated with the video game are generated specifically for the phase;setting a layout of a page associated with the video game based on thephase, wherein the page is updated based on different phases of thelifecycle and is accessible in each of the different phases to a user;receiving a request of the user for information about the video game;populating the page with the content and the actions; and presenting, inresponse to the request, the page as populated and according to thelayout.
 18. The non-transitory computer-readable medium of claim 17,wherein the phase is a pre-acquisition phase, wherein the actionscomprise a video game acquire action that is located in the page basedon the layout, and wherein the operations further comprise: receiving auser selection of the video game acquire action; determining that thephase of the lifecycle changes to a post-acquisition phase; updating thepage to present a video game play action based on the post-acquisitionphase; and embedding a link to the page in a second page that presentsinformation about a plurality of video games available to the user. 19.The non-transitory computer-readable medium of claim 18, wherein thepage includes a video about the video game, and wherein the operationsfurther comprise: determining a context of the user in association withthe video game; determining that the video comprises a spoiler based onthe context of the user; and based on the spoiler, performing at leastone of: blocking a portion of the video that contains the spoiler from apresentation in the page or presenting an alert to the user in the pageabout the spoiler.
 20. The non-transitory computer-readable medium ofclaim 17, wherein the phase is a post-acquisition phase, and wherein alink to the page is automatically added to one or more user interfacesother than the page.